This application claims the benefit of Provisional application Ser. No. 60/161,915, filed Oct. 28, 1999.
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NVIDIA.com, technical presentation, “Advanced Pixel Shader Details” (Nov. 10, 2000). |
“Developer's Lair, Multitexturing with the ATI Rage Pro,” (7 pages) from ati.com web site (2000). |
Slide Presentation, Sébastien Dominé, “nVIDIA Mesh Skinning, OpenGl”. |
Singh, Karan et al., “Skinning Characters using Surface-Oriented Free-Form Deformations,” Toronto Canada. |
“Hardware Technology,” from ATI.com web site, 8 pages (2000). |
“Skeletal Animation and Skinning,” from ATI.com web site, 2 pages (Summer 2000). |
“Developer Relations, ATI Summer 2000 Developer Newsletter,” from ATI.com web site, 5 pages (Summer 2000). |
Press Releases, “ATI's RADEON family of products delivers the most comprehensive support for the advance graphics features of DirectX 8.0,” Canada, from ATI.com web site, 2 pages (Nov. 9, 2000). |
“ATI RADEON Skinning and Tweening,” from ATI.com web site, 1 page (2000). |
Hart, Evan et al., “Vertex Shading with Direct3D and OpenGL,” Game Developers Conference 2001, from ATI.com web site (2001). |
Search Results for: skinning, from ATI.com web site, 5 pages (May 24, 2001). |
Hart, Evan et al., “Graphics by rage,” Game Developers Conference 2000, from ATI.com web site (2000). |
Efficient Command/Data Interface Protocol For Graphics, IBM TDB, vol. 36, issue 9A, Sep. 1, 1993, pp. 307-312. |
Shade, Jonathan et al., “Layered Depth Images,” Computer Graphics Proceedings, Annual Conference Series, pp. 231-242 (1998). |
Videum Conference Pro (PCI) Specification, product of Winnov (Winnov), published Jul. 21, 1999. |
Whitepaper: Implementing Fog in Direct3D, Jan. 3, 2000, www.nvidia.com. |
Akeley, Kurt, “Reality Engine Graphics”, 1993, Silicon Graphics Computer Systems, pp. 109-116. |
White paper, Huddy, Richard, “The Efficient Use of Vertex Buffers,” (Nov. 01, 2000). |
White paper, Spitzer, John, et al., “Using GL_NV_array_range and GL_NV_Fence on GEForce Products and Beyone” (Aug. 1, 2000). |
White paper, Rogers, Douglas H., “Optimizing Direct3D for the GeForce 256” (Jan. 3, 2000). |
White paper, “Technical Brief, AGP 4X With Fast Writes—A Unique NVIDIA GeForce 256 Feature” (Nov. 10, 1999). |
Hoppe, Hugues, “Optimization of Mesh Locality for Transparent Vertex Caching,” Proceedings of SIGGRAPH, pp. 269-276 (Aug. 8-13, 1999). |
Hook, Brian, “An Incomplete Guide to Programming DirectDraw and Direct3D Immediate Mode (Release 0.46),” printed from web site: www.wksoftware.com, 42 pages. |
Thompson, Tom, “Must-See 3-D Engines,” BYTE Magazine, printed from web site www.byte.com, 10 pages (Jun. 1996). |
Thompson, Nigel, “Rendering with Immediate Mode,” Microsoft Interactive Developer Column: Fun and Games, printed from web site msdn.microsoft.com, 8 pages (Mar. 97). |
“HOWTO: Animate Textures in Direct3D Immediate Mode,” printed from web site support.microsoft.com, 3 pages (last reviewed Dec. 15, 2000). |
“INFO: Rendering a Triangle Using an Execute Buffer,” printed from web site support.microsoft.com, 6 pages (last reviewed Oct. 20, 2000). |
Number | Date | Country | |
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60/161915 | Oct 1999 | US |